Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimationConduitGraphSchema.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

43 lines
1.5 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimationConduitGraphSchema.h"
#include "AnimGraphNode_TransitionResult.h"
#include "AnimationTransitionGraph.h"
#include "AnimStateConduitNode.h"
/////////////////////////////////////////////////////
// UAnimationConduitGraphSchema
UAnimationConduitGraphSchema::UAnimationConduitGraphSchema(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimationConduitGraphSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
{
FGraphNodeCreator<UAnimGraphNode_TransitionResult> NodeCreator(Graph);
UAnimGraphNode_TransitionResult* ResultSinkNode = NodeCreator.CreateNode();
SetNodeMetaData(ResultSinkNode, FNodeMetadata::DefaultGraphNode);
UAnimationTransitionGraph* TypedGraph = CastChecked<UAnimationTransitionGraph>(&Graph);
TypedGraph->MyResultNode = ResultSinkNode;
NodeCreator.Finalize();
}
void UAnimationConduitGraphSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const
{
DisplayInfo.PlainName = FText::FromString( Graph.GetName() );
if (const UAnimStateConduitNode* ConduitNode = Cast<const UAnimStateConduitNode>(Graph.GetOuter()))
{
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), ConduitNode->GetNodeTitle(ENodeTitleType::FullTitle) );
DisplayInfo.PlainName = FText::Format( NSLOCTEXT("Animation", "ConduitRuleGraphTitle", "{NodeTitle} (conduit rule)"), Args);
}
DisplayInfo.DisplayName = DisplayInfo.PlainName;
}